ebiten/internal/graphicsdriver/metal/view_macos.go

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// Copyright 2019 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build darwin && !ios
package metal
import (
"runtime"
"github.com/ebitengine/purego/objc"
"github.com/hajimehoshi/ebiten/v2/internal/cocoa"
2020-10-03 19:35:13 +02:00
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver/metal/mtl"
)
func (v *view) setWindow(window uintptr) {
// NSView can be updated e.g., fullscreen-state is switched.
v.window = window
v.windowChanged = true
}
func (v *view) setUIView(uiview uintptr) {
panic("metal: setUIView is not available on macOS")
}
func (v *view) update() {
v.ml.SetMaximumDrawableCount(v.maximumDrawableCount())
if !v.windowChanged {
return
}
// TODO: Should this be called on the main thread?
cocoaWindow := cocoa.NSWindow{ID: objc.ID(v.window)}
cocoaWindow.ContentView().SetLayer(uintptr(v.ml.Layer()))
cocoaWindow.ContentView().SetWantsLayer(true)
v.windowChanged = false
}
const (
storageMode = mtl.StorageModeManaged
resourceStorageMode = mtl.ResourceStorageModeManaged
)
func (v *view) maximumDrawableCount() int {
// Note that the architecture might not be the true reason of the issues (#2880, #2883).
// Hajime tested only MacBook Pro 2020 (Intel) and MacBook Pro 2023 (M3).
// Use 3 for Intel Mac and iOS. With 2, There are some situations that the FPS becomes half, or the FPS becomes too low (#2880).
if runtime.GOARCH == "amd64" {
return 3
}
// Use 3 in fullscren.
// Though this might degrade FPS, this is necessary to avoid mysterious rendering delays.
if v.isFullscreen() {
return 3
}
// Use 2 for a Wnidow to avoid mysterious blinking (#2883).
return 2
}
func (v *view) isFullscreen() bool {
return cocoa.NSWindow{ID: objc.ID(v.window)}.StyleMask()&cocoa.NSWindowStyleMaskFullScreen != 0
}